Mordhau
 afiNity
Knight
  • Likes received 794
  • Date joined 11 Feb '16
  • Last seen 17 Mar

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Knight 800 794
  • 11 Feb
 afiNity

Isn't it ironic? Mordhau has like 4 times the combat mechanics that Chivalry has and it still lacks depth.

Knight 800 794
  • 3 Feb
 afiNity

I think in general the game became better since the alpha when it comes to reaction-based combat, mainly cause they buffed footwork at some point.
But still, as sad as it is, I agree that Chivalry is still better in terms of movement, footwork and blocks.
As broken Chivalry is, I had more fun with it than I currently have with Mordhau.
For some reason the devs thought that it would be good to balance the game solely around reaction-based mechanics and that's where we are now.
I'm sure the game will be fun, especially with the new gamemodes but if they don't drastically change the balancing of the core combat mechanics I don't think that there will be a big competitive community.

Knight 800 794
  • 13 Jan
 afiNity

Everyone, try the m.AngleAttacksWithMovement command. For me and some others it's by far the best solution for directional swings. I'm biased because I played Jedi Knight for so long which uses the same scheme but it's really an elegant mechanic.

Knight 800 794
  • 11 Dec '18
 afiNity

@ÐMontyleGueux said:

@afiNity said:
In which way could I help you?

I could use someone with a midi instrument for testing purposes.

Well sure, just add me on steam: admafiator

Knight 800 794
  • 10 Dec '18
 afiNity

In which way could I help you?

Knight 800 794
  • 8 Dec '18
 afiNity

Hi,

it's pretty easy to add midi instrument support to UE4, Scum did that with their last update.
For Mordhau that would mean that you could play the lute with your midi keyboard or any other midi controller.

Knight 800 794
  • 23 Nov '18
 afiNity

@afiNity said:
Thanks a lot for adding the m.AngleAttacksWithMovement command.
I just wish you could inverse the swings (left and right) somehow. Doing that in the menu with "inverse attack direction" also inverses the vertical direction.
But I would like to swing to the direction of the movement (for example a D-swing swings to the right) while up and down are still as they are now.

Just for the record, this is now a thing and I love it.
This is the first time that I feel like having 100% the control over my swings and it feels super intuitive. For me personally this took my Mordhau-experience to a completely new level and I might actually start investing some more time into the game now.

Knight 800 794
  • 23 Nov '18
 afiNity

We can now has Jedi Knight swing directions!

<3 marox

Knight 800 794
  • 12 Nov '18
 afiNity

Push for pushing reasons

Knight 800 794
  • 4 Nov '18
 afiNity

There is probably no controller actor loaded when opening a demo which wouldn't be hard to add but I guess it was simply not in their focus yet.

Knight 800 794
  • 4 Nov '18
 afiNity

Hi, since the last patch my keybindings for the different weapons (primary, secondary, etc) don't work anymore.
No matter what I put into the keybind menu, it's always numbers 1-4 as if it was hardcoded.
Anyone else with that problem?

Knight 800 794
  • 1
  • 2 Nov '18
 afiNity

@roshawnmarcellterrell said:
Just tested the Jedi Knight Academy control scheme and holy shit. I don't even play JKA much if at all, and I still have to say this control scheme is far better than the 240 system. Like wow, it changes everything, my attacks flow naturally, I don't have to think about it anymore, I just feel it, and I do it. As happy as I should be, I'm almost more so annoyed that it took you guys this long to put something this good into the game. Like what were you guys thinking? This has nothing to do with being used to JKA, it's just better overall. It feels natural, and if fuck up, or if something doesn't come out as intended, my brain is able to quickly identify and feel what I did wrong, and make the appropriate corrections. Like this should not be something you only activate via the console, it needs to be an option in the settings, if not the default option. This would also help bring in new players more as well, as it just feels better, and it will feel less like they're constantly having to fight up agaisnt the system rather than play the actual game.

I feel the same, the new control scheme is so much more fun to me.
But! Unfortunately left and right are inversed (compared to JKA and JK2), I hope they will add a command to fix that because at the moment I keep making the wrong swings all the time because I'm used to the way it works in JKA.
Before someone points that out: You can inverse the attack direction in the menu but that also reverses the vertical axis so overheads and swings from below are inversed too

Knight 800 794
  • 31 Oct '18
 afiNity

Thanks a lot for adding the m.AngleAttacksWithMovement command.
I just wish you could inverse the swings (left and right) somehow. Doing that in the menu with "inverse attack direction" also inverses the vertical direction.
But I would like to swing to the direction of the movement (for example a D-swing swings to the right) while up and down are still as they are now.

Knight 800 794
  • 26 Sep '18
 afiNity

Penis-sculpting when

Knight 800 794
  • 14 Sep '18
 afiNity

I couldn't care less if the scenario of Mordhau or Chivalry is medieval, science-fiction or teletubbies.
Your post shows at least the problems of the low-rank servers in Chivalry:
In the early days there were no low-rank servers and at the same time there was much less crying about feints or drags. It was part of the game, there was no no-feint meta, especially not im competitive matches.
These low-rank servers tricked generations of players into some kind of gameplay that has nothing to do with the actual meta in the game.
Yes, dragging in Chivalry became problematic, especially after people figured out how to do reverse-ohs and shit. But without dragging Chivalry would be nothing.
I already explained that before but take Chivalry-drags as they were meta between 2012-late 2013 and prevent everything that goes further than that and you have a fun game.
Mordhau is taking away from the footwork and the drags and tries to compensate it with tons of mechanics that lead to nothing but a reaction test simulator.
Also do you really think people won't cry about the gameplay mechanics in Mordhau? Mordhau is much more complicated than Chivalry by design, there are way more mechanics that a noob won't understand at all.
Also don't use the word "objectively" when it's nothing but your opinion.

Knight 800 794
  • 14 Sep '18
 afiNity

This whole discussion disgusts me.
"Hurr durr chivalry is so broken"
Yeah no shit, no one is denying that. Maybe we can just put this on record:
Yes, Chivalry is a broken piece of shit. But also yes, dragging is a fun mechanic and without it the combat in Chivalry would be completely pointless.
Maybe we can then proceed with discussing how you could make a dragging mechanic that is fun and not broken, instead of using this "Chivalry is so broken"-ad hominem argument everytime someone uses dragging and Chivalry in the same sentence.

Knight 800 794
  • 12 Sep '18
 afiNity

At least some of the Mordhau devs are competitive players so I don't think they are opposed to the idea of Mordhau becoming an esport-title. The problem of Chivalry was the lack of polishing and basic features (replays for example), I think the core concept is fitting for an esport game but Tornbanner had casuals as their target audience and that's what they got.

Knight 800 794
  • 12 Sep '18
 afiNity

It's about a design decision, the point was never that Chivalry is a perfect game,

Knight 800 794
  • 12 Sep '18
 afiNity

Yes, why should one of the most effective gameplay mechanics be one of the easiest to execute? It literally doesn't make any sense, it's not good game design and it's definitely not "healthy".
Being able to drag around the enemy defense was one of the most fun aspects of Chivalry, the problem of Chivalry was just that the animations were bad and the system became flawed when people figured out how to abuse it (hence nowadawys meta).
But the initial idea behind that was great and Mordhau taking that away makes the game much more static.

Knight 800 794
  • 12 Sep '18
 afiNity

I think drag meta as it was played in Chivalry until mid of 2013 was fine. After that people started to use reverse ohs and shit. If Mordhau would basically use that old Chivalry meta and prevent everything that goes further than that, then the game would be more fun imo.
Maybe feints look more comprehensible for outsiders than drags, but this reaction-based combat that Mordhau is going for isn't really fun and feels limiting.